CoH 2 Changelog

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  • #32
    4 years ago
    NounNoun Posts: 285
    Update April 24th, 2014


    Updates
    • Added the German Doctrine: Mobile Defense Commander
    • Added the Soviet Tactics: Lend and Lease Commander
    Main Menu Redesign
    • The main menu has been reformatted to improve flow and readability and to better highlight important new features and community events.
    • A new Menu widget has been added globally to the bottom left of the screen that provides quick access to Options, Player Profile, and other features.
    • A new Store dialog is now accessible from the Main Menu to allow users easier access to and navigation through all additional content available for Company of Heroes 2
    World Builder Updates
    • Custom maps can now include a <scenarioname>.scar file for custom scripts. Simply create this file alongside your <scenarioname>.sgb and it will get included in the archive when you export your map.
    • Improved Steam Workshop quota related error messages.
    Bug Fixes
    • Fix an issue causing a compatibility message to appear for users playing on Windows 8.1
    • Addressed an issue where equipped skins and bulletins wouldn’t load in saved games
    • Maps not selectable in Automatch no longer appear in the Automatch map list
    • Fixed an issue where the Advance Warfare Tactics Commander’s T-34/85 ability didn’t gain bulletin buffs
    • Fixed a bug that would prevent the Panzergrenadiers from gaining the Casualty Interrogation ability when equipped with the Jaeger Infantry Package
    • Fixed an issue where the AI would sometimes stop retreating units outside of a base’s reinforce area
    • Fixed an issue where the AI would sometimes drive vehicles into engineers when trying to get repaired
    • Fixed an issue where the AI would sometimes try to get a vehicle repaired by an engineer that was busy constructing or repairing another vehicle
    Balance Changes

    Command Point Pacing
    All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.
    • Tiger command point cost from 10 to 11
    • Tiger Ace command point cost from 14 to 15
    • Elefant command point cost from 11 to 12
    • IS-2 command point cost from 10 to 11
    • ISU-152 command point cost from 11 to 12
    • KV-2 command point cost from 11 to 12
    • StuG III E command point cost from 5 to 6
    Units and Abilities
    A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

    Attachment not found.

    Osttruppen
    • The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.
      • Cover bonus from 1.75x accuracy to 2x accuracy
      • Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35
      • Damage from 16 to 8
      • Cooldown from 0.5-1 to 0.75-1.25
      • Cooldown near modifier from 0 to 0.125
      • Wind down from 1.625 to 1.3
      • Moving cooldown from 2 to 1.5
      • Capture rate from 0.5 to 1
    Grenadier
    • The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.
      • LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038
      • LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1
      • LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5
      • LMG42 Post firing aim time from 0.5 to 0.25
      • LMG42 Ready aim time from 1.25-2 to 0..625-1
      • LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5
      • LMG42 Burst length from 0.5-0.75 to 0.5-1
      • LMG42 range distance mid from 20 to 28
      • LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25
      • LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1
      • LMG42 Reload frequency from 4 to 6
    • This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.
      • G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37
      • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
      • G43 Moving accuracy from 0.6 to 0.8
      • G43 Moving cooldown from 2 to 0.5
      • G43 Range distance near from 0 to 6
      • G43 Range distance mid from 25 to 18
      • G43 upgrade cost from 60 MU to 45 MU
    • Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.
      • Rifle-grenade munition cost from 25 to 30
    • These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.
      • Population from 6 to 7
      • Grenadiers can now only upgrade to either the LMG42 or G43, not both.
    Panzer Grenadier
    • This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.
      • G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47
      • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
      • G43 Moving accuracy from 0.6 to 0.8
      • G43 Moving cooldown from 2 to 0.5
      • G43 Range distance near from 0 to 6
      • G43 Range distance mid from 25 to 18
    • The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.
      • Armor from 1.2 to 1
      • MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4
    Pioneer
    • These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.
      • Bonus accuracy from 1.2 to 1.15
      • Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1
    Combat Engineer
    • Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.
      • Manpower cost from 190 to 170
      • Build time from 19 to 17
    Conscript
    • This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.
      • Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30
      • Moving accuracy from 0.4 to 0.5
    • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.
      • PPSH moving accuracy from 0.5 to 0.8
    Partisans and Irregulars
    • This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.
      • LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42
      • DP-28 weapon profile adjusted to function similar to the LMG42
    • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.
      • PPSH moving accuracy from 0.375 to 0.6
    • With the LMG profile adjustments, Irregulars are worth slightly more.
      • Irregulars cost from 180 to 190
      • Reinforcement time from 2.25 to 2.375
    Guard Riflemen
    • Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.
      • Manpower cost from 360 to 330
      • Population from 9 to 8
      • DP-28 rescaled to use the new LMG42 weapon profile
      • DP-28 upgrade cost from 100 MU to 75 MU
      • Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46
      • Guard Mosin Nagant Moving accuracy from 0.6 to 0.75
      • Guard Mosin Nagant Moving cooldown from 1.25 to 0.5
      • PTRS range from 45 to 40
    Blitzkrieg
    • Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.
      • Now provides 1.6x acceleration
      • Received accuracy modifier from 0.5 to 0.75
      • Speed and accuracy modifier removed
      • Munition cost from 40 to 30
    Overdrive
    • The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.
      • Now provides 1.6x acceleration
      • Received accuracy modifier from 0.5 to 0.75
      • Cost from 0 MU to 10 MU
    Ram
    • Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
      • No longer causes instant main gun destroyed critical
      • Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.
    Marked Vehicle
    • These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.
      • No longer stacks multiple times
      • Reduced bonus damage modifier from 50% to 35%
    Support Team Modifications
    A number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles.

    Weapon Teams
    • Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.
    AOE Profiles
    • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.
    105mm Howitzer
    • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
      • Reload time from 2.75 to 2.25-2.75
      • Shots fired per barrage from 12 to 6
      • Crew size from 3 to 4
    152mm Howitzer
    • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
      • Shots fired per barrage from 8 to 4
      • Reload time from 3 to 2.8-3.2
      • Barrage recharge time from 120s to 90s
      • Crew size from 3 to 4
    PAK 40
    • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
      • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
      • Reload time from 2.9 to 2.7-3.1
      • Penetration from 170 to 190
    PAK 43
    • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
      • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
      • Reload time from 3.65 to 3.5-3.8
      • Penetration from 400 to 340
      • Crew size from 3 to 4
      • Population from 21 to 18
      • Now has hold fire
    ZIS 76mm Field Gun
    • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.
      • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
      • Penetration from 170 to 180
    B4 203mm Howitzer
    • Adjusted performance of B4 to be more in line with the ISU-152.
      • Direct fire penetration from 1000 to 300
      • Direct fire is now on a shared recharge timer with barrage and precision strike
      • Recharge timer on barrage from 55 to 60
    MG42
    • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
      • Penetration from 1/1/1 to 2.2/1.8/1.4
    53K 45mm AT Gun
    • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
      • Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06
      • Reload time from 2.625 to 2.5-2.75
    DSHK HMG
    • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.
      • Penetration from 1/1/1 to 2.5/2.0/1.5
      • Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges
      • Properly received the +25% received accuracy like all other team weapons
      • Damage from 12 to 10
      • Manpower cost from 360 to 300
    Maxim HMG
    • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
      • Penetration from 1/1/1 to 1.6/1.4/1.2
    Vehicle Top Gunner
    Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.

    German Mounted MG42
    • Munition cost from 30 to 50
    Soviet Mounted Dshk
    • Munition cost from 30 to 60
    Vehicle Modifications
    A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game.

    AOE Profiles
    • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.
    Mobility
    • The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.
      • Increased max speed by 1.2, tuned rotation to ensure smooth pathing
      • Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
      • Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
      • Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.
    Vehicle Penetration
    • Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.
    Vehicle Criticals
    • Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
    • Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.
    222 Scout Car
    • The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.
      • Armor from 11 to 9
      • Manpower cost from 240 to 210
      • Fuel cost from 10 to 15
    Panzer IV
    • The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.
      • Armor from 160 to 180
      • Rear armor from 80 to 90
      • Reload from 5.75 to 5.3-5.7
    Ostwind
    • Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.
      • Armor from 105 to 110
      • Rear armor from 52.5 to 55
      • Penetration from 35 to 40
      • Cooldown from 0.6 to 0.5-0.7
      • Distance scatter max from 2.15 to 2.9
      • Manpower from 320 to 280
      • Fuel from 115 to 100
    StuG III G
    • The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.
      • Armor from 160 to 140
      • Rear armor from 80 to 70
      • Penetration from 140 to 120
      • Health from 480 to 400
      • Reload time from 4 to 3.5-4.5
      • Distance scatter max from 6.5 to 4
      • Scatter angle from 7.5 to 5
      • Manpower from 280 to 230
      • Fuel from 95 to 80
    StuG III E
    • The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.
      • Armor from 120 to 140
      • Rear armor from 35 to 70
      • Health from 320 to 400
      • Reload from 5.25 to 3.2-3.8
      • Manpower 160 to 200
      • Fuel from 55 to 75
    Panther
    • The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.
      • Penetration from 170 to 240
      • Rear armor from 112.5 to 110
      • Reload from 6.45 to 5.8-6.7
      • Health from 960 to 800
      • Manpower from 520 to 490
      • Fuel from 145 to 175
      • Vet 2 now provides 10% armor and 160 health
    Bummbar
    • Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.
      • Armor from 200 to 210
      • Rear armor from 87.5 to 105
      • Penetration from 75 to 120
      • Reload from 8.25 to 7.5-9
      • Distance scatter max from 1 to 4
      • Manpower from 560 to 470
      • Fuel from 140 to 160
      • Build time from 60 to 55
    Panzerwerfer
    • The increased recharge timer offsets higher than desired artillery saturation.
      • Recharge time from 54 to 90
    Tiger
    • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.
      • Rear armor from 250 to 180
      • Penetration from 154 to 200
      • Reload from 5 to 4.7-5.3
      • Manpower from 720 to 640
      • Fuel from 200 to 230
    Elefant
    • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
      • Penetration from 170 to 400
      • Scatter angle from 7.5 to 5
      • Reload from 8.55 to 8-9
      • Health from 1280 to 1040
      • Now has hold fire
    M3A1 Scout Car
    • The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.
      • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
      • Health from 180 to 200
      • Manpower cost from 230 to 190
      • Fuel cost from 5 to 10
    M5 Half-track
    • Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).
      • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
      • Quad penetration from 1/1/1 to 2.5/2.0/1.5
    T70
    • The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.
      • Armor from 55 to 70
      • Manpower from 160 to 200
      • Reload from 2.15 to 1.8-2.2
      • Fuel from 55 to 70
    T34-76
    • The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
      • Armor from 115 to 150
      • Rear armor from 70 to 75
      • Reload from 4.75 to 6.2-6.8
      • Damage from 120 to 160
      • Manpower from 280 to 310
      • Build time from 45 to 50
      • Fuel from 85 to 100
      • Penetration from 80 to 100
    T34-85
    • Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.
      • Armor from 124 to 160
      • Rear armor from 70 to 80
      • Penetration from 120 to 140
      • Reload time from 6 to 6-6.3
      • Manpower from 360 to 400
      • Fuel from 130 to 140
      • Double T34-85 call in manpower from 680 to 740
      • Double T34-85 call in fuel from 240 to 260
    SU-76
    • The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.
      • Armor from 100 to 70
      • Rear armor from 50 to 35
      • Penetration from 93 to 100
      • Damage from 80 to 120
      • Reload from 2.375 to 2.9-3.4
      • Min range from 5 to 0
      • Scatter angle from 5.5 to 5
      • Distance scatter max from 10 to 4.7
      • Manpower cost from 160 to 210
      • Fuel cost from 55 to 75
    SU-85
    • The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the increase in mobility to other medium tanks.
      • Armor from 180 to 140
      • Rear armor from 80 to 70
      • Penetration from 170 to 190
      • Reload time from 4 to 3.8-4.2
      • Manpower from 320 to 340
      • Fuel from 115 to 120
      • Now has hold-fire
    IS-2
    • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.
      • Armor from 325 to 340
      • Rear armor from 225 to 205
      • Penetration from 170 to 220
      • Damage from 240 to 160
      • Reload from 9 to 6.2-6.6
      • Distance scatter max from 2.86 to 5.7
      • Manpower from 760 to 640
      • Fuel from 240 to 230
    ISU-152
    • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
      • Armor from 200 to 310
      • Rear armor from 100 to 155
      • Penetration from 150 to 230
      • Reload from 10 to 9-11
      • Health from 960 to 1040
      • Distance scatter max from 13.2 to 8.7
      • Manpower from 760 to 720
      • Now has hold fire
    KV-1
    • The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
      • Rear armor from 120 to 145
      • Reload from 4.75 to 6.2-6.8
      • Damage from 120 to 160
      • Health from 960 to 720
      • Manpower from 440 to 370
      • Moving scatter penalty from 2 to 1.75
    KV-2
    • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    • Rear armor from 87.5 to 180
      • Penetration from 140 to 180
      • Damage from 320 to 240
      • Reload time from 16.75 to 10-12
      • Health from 960 to 800
      • Distance scatter max from 1 to 7.4
      • Manpower from 440 to 630
      • Fuel from 250 to 230
    KV-8
    • The KV-8 saw a significant decrease in its health to better align its performance to cost.
      • Rear armor from 120 to 145
      • Health from 960 to 720
    Katyusha
    • The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.
      • Recharge time from 60 to 70
    Pacing and Tech Progression
    The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.

    Tankoviy Battalion Command
    • Manpower cost from 275 to 240
    • Fuel from 140 to 120
    Mechanized Armor Kampaneya
    • Manpower cost from 275 to 240
    • Fuel from 140 to 120
    Bug Fixes
    A number of minor bugs were fixed to improve gameplay.

    German 105mm Howitzer
    • Now properly set to 8 command points
    Panzer Grenadier Jaeger Infantry Package
    • Now has speech attached to the upgrade
    • Now requires friendly territory for upgrade
    • Now provides Interrogation ability
    Acceleration
    • Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.
    Snipers
    • Now automatically fire when in cover
    Tiger Ace
    • Target weak point no longer requires the Tiger to face the target
  • #33
    4 years ago
    NounNoun Posts: 285
    Update April 25th, 2014


    Bug Fixes
    • Addressed an issue where XP was not being granted outside of multiplayer
  • #34
    4 years ago
    NounNoun Posts: 285
    Update April 30th, 2014


    Balance
    • Panther - Penetration from 170 to 240
  • #35
    4 years ago
    NounNoun Posts: 285
    Update May 30th, 2014

    Features:
    • Added video player to main menu carousel
    Bug Fix
    • Fixed issue with missing text
  • #36
    4 years ago
    NounNoun Posts: 285
    Updated for June 23rd, 2014

    New Company of Heroes 2: The Western Front Armies content:
    • Added two new armies
      • "Oberkommando West"
      • "US Forces"
    • Maps
      • Added The Western Front Armies Maps
      • Faymonville Approach (2)
      • La Gleize Breakout (2)
      • La Gleize (2)
      • Trois Pont (2 – 4)
      • Vaux Farmlands (4)
      • Hurtgen Forest (4)
      • Ettlebruck Station (4-8)
      • Lienne Forest (6-8)
      • Lazenrath Ambush (6-8)
    • Road to Kharkov
      • Optimized pathing in a number of areas
      • Improved balance
    • Kholodny Ferma (Winter/Summer)
      • Changed from 2-4 players to 2 players only
    • Lagreskaya (Winter/Summer)
      • Changed from 2-4 players to 2 players only
    New Features (all players)
    • Public Games List
    • War Spoils
    • Victory Strikes
    • New progression system
    UI Updates
    • New armies selection
    • New inventory system
    Updates
    • Optimized pathing in a number of areas on maps
    Bug Fixes
    • Yes, many bugs have been squished!
    Balance Updates
    • AOE Profiles
      • Adjusted AOE profiles such that mid-range was no longer lethal to infantry. This better differentiates close from mid, creating a more defined damage drop of profile. This will significantly decrease the amount of squad wipes which can occur, although low health squads are still vulnerable as always.
      • Mines will be less prone to wiping out an entire squad
      • A number of units have had their scatter modified to maintain their design
    Wehrmacht
    • Tank traps
    • HP increase from 250 to 500
    • Armor increased from 35 to 50
    • Wehrmacht Bunker
    • Sight from 35 to 10
    • Bunker upgrade increases sight by 25
    • Panzer Grenadiers
    • Now have reduced received accuracy by 15%
    • 222 Armored Car
    • Population increased from 4 to 5
    • StuG III G
    • Population decreased from 10 to 8
    • StuG III E
    • Population increased from from 6 to 8
    • Panzerwerfer
    • Population increased from 10 to 12
    • Brummbar
    • Population decreased from 16 to 14
    • Tiger Ace
    • Population increased from 24 to 26
    • Panzer IV
      • Cost increase from 320/115 to 350/125
      • Distant scatter max value from 9.5 to 6.4
    • Tiger Heavy Tank
      • Health reduced from 1280 to 1040
    • Elefant
      • Range from 100 to 70
    • Panther
      • Armor increased from 270 to 290
    • Pak 43 Anti-tank Gun
      • Range reduced from 100 to 80
      • target weak point range reduced from 100 to 80
      • Cost increased from 480 to 500
    • Panzerwerfer 42 Multiple Rocket Launcher
      • Recharge time reduced from 90 to 70 seconds
    • Pak 40 Anti Tank Gun
      • Added Hold Fire
    • Stuka Close Air Support
      • Close reduced from 240 to 200
    • Relief Infantry
      • Price reduced from 120 to 90 Munitions
    • Osttruppen Reserves
      • Price reduced from 500 to 425
    Soviet
    • Soviet Partisans
      • Can now capture points
    • Tank traps
      • HP increase from 250 to 500
      • Armor increased from 35 to 50
    • M3A1 Scout Car
      • Population increased from 4 to 5
      • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25
    • M5 Half-track
      • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25
    • T70
      • Population increased from 6 to 8
    • SU-76-76
      • Manpower cost from 210 to 240
      • Fuel cost from 75 to 70
    • T34-76
      • Population increased from 10 to 12
    • T34-85
      • Population increased from 12 to 14
      • CP requirement increased from 9 to 10
    • Katyusha
      • Population increased from 10 to 12
    • KV-2
      • Population increased from 22 to 24
      • Range from 100 to 70
    • ISU-152 Heavy Assault Gun
      • Range from 100 to 70
      • Concrete Piercing Round ability range reduced from 100 to 70
    • IS-2 Heavy Tank
      • Health increase from 960 to 1040
      • Armor increase from 340 to 375
    • M-42 45mm Anit-Tank Gun
      • Added Hold Fire ability
    • ZiS-3 76mm Field Gun
      • Added Hold Fire
    • KV-8 Heavy Flamethrower Tank
      • Health increase from 720 to 800
      • Price increase from 360 / 135 to 390 / 145
    • Rapid Conscription
      • Price reduced from 160 MU to 120 MU
  • #37
    4 years ago
    NounNoun Posts: 285
    Updates for June 24th, 2014


    Fixes
    • Fixed crashes related to loading certain types of saved games from previous versions of CoH2
    • Fixed a low frequency crash in multiplayer
  • #38
    4 years ago
    NounNoun Posts: 285
    Updates for June 27th, 2014

    Updates & Bug Fixes
    • Animation fixes for the US Forces .50 cal machine gun
    • Localization updates
    • Remove player level stars on faceplates
    Balance Changes


    Wehrmacht

    Opel Blitz Truck
    • Cost reduced from 300 to 200
    • Resource bonuses are now exclusive to the player
    Blitzkrieg
    • Now adds a speed maximum modifier by 1.5
    • Duration decreased from 20 seconds to 15 seconds
    Soviet

    M4C Sherman
    • Population increased from 12 to 14
    M3A1 Light Scout Car
    • Price increase from 10 fuel to 15 fuel
    • Penetration at near reduced from 1.75 to 1.5
    • Penetration at mid reduced from 1.5 to 1.3
    • Acceleration reduced from 2.3 to 2.0
    • Deceleration reduced from 5.8 to 5.0
    KV-1 Heavy Tank
    • Health increased from 720 to 800
    • Armor increased from 240 to 270
    • Rear armor increased from 145 to 165
    • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8
    • Price increased from 370/120 to 420/145
    • Population increased from 12 to 14
    Fear Propaganda Artillery
    • Price reduced from 100 munitions to 80 munitions
    OKW

    Kubelwagon:
    • Now has light crush
    sWs Half-Track:
    • sWs Half-Track health reduced from 400 to 300
    • sWs Half-Track max speed reduced from 6.2 to 4.2
    • sWs Half track Armor reduced from 11 to 5
    • sWs Half track Rear Armor reduced from 5.5 to 4.5
    • Cannot Crush Infantry
    Panzer II:
    • Weapon Penetration changed from 10/15/20 to 15/20/25
    SdkFz251 Flak Halftrack:
    • Rate of Fire reduced from 4 to 3
    Puma:
    • Smoke screen shells reduced from 3 to 1
    OKW Ostwind Call in:
    • Cost increase from 280/85 to 280/100
    Jagdtiger:
    • Cost increase from 800/250 to 800/290
    US Forces

    Lieutenant
    • Cost reduced from 340 to 300
    Captain
    • Cost reduced from 360 to 320
    M10 Tank Destroyer
    • Range increased from 45 to 50
  • #39
    4 years ago
    NounNoun Posts: 285
    Updates for June 27th, 2014


    Balance Changes

    Oberkommando West
    • Fixed the stacking damage and penetration modifiers on the Raketenwerfer
  • #40
    4 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Updates for June 30th, 2014 - 4pm PST


    Company of Heroes 2 fix
    • Fixed the Jagdtiger’s reload timer being reset whenever the tank was moved
  • #41
    4 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Updates for July 2nd, 2014 - 3pm PST

    Company of Heroes 2 fix
    • users who have lost legacy items should have those items restored on their next log-in.
  • #42
    4 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Edit: Yo dawgs, I heard you guys like dates in yo changelog so I'm putting dates in yo change log! ...because I forgot that the first time around. :rolleyes:

    Changelog Notes For July 3rd

    One more time! With Feeling!


    USF


    The Sherman M3 75 Heavy Explosive shells that were underperforming in a sense that it did not deal with infantry effectively. Most of the time the player using HE shells would often miss their target completely. With a lower scatter and slight increase in splash damage the HE shells should become an effective counter against clumped up infantry. The M151A AA Halftrack is something we believed was over performing all levels of the game. The time this unit came out it was effective counter against infantry and light vehicles. Another issue was its ability to get out of danger without suffering too much damage. With making minor tweaks to the units stats believe units like the 222, Puma, and other forms of soft AT will have an easier time dealing with this unit. Volley Fire was another big issue that we wanted address; the design intention of this ability was to be used as a support ability to give rear echelon combat utility. However what we ended up seeing were rear echelons winning engagement that shouldn’t have won. There was also an exploit with the modifers that were applied when rear echelons equipped with bazookas would fire bazooka shells rapidly. With the new implementation of the ability Volley fire will now have its strength and weakness. The suppression modifers have also been tweaked so there will be very rare cases that a squad will get pinned.

    Sherman M3 75mm HE Shells
    • Radius increased from 3 to 4
    • Distance Scatter Max reduced from 6.9 to 5.5
    M15A1 AA Halftrack
    • Cost increased from 55 fuel to 60 fuel
    • Penetration reduced from 30 / 40 / 50 to 30 / 35 / 40
    • Acceleration decreased from 4.75 to 4
    • Armor reduced from 20.5 to 15
    • Rear Armor reduced from 15 to 10
    Volley Fire
    • Added Animator state while ability is active
    • Rear Echelon now receive a 50% receive accuracy penalty while active
    • Removed Cooldown bonus
    • Removed Reload Bonus
    • Reduce suppression values from 0.4 to 0.2

    Soviets

    A lot of small tweaks were added to the Soviet units to address a few small issues. With the use of receive accuracy modifers stacking with veterancy there were instances where a sniper would miss its target. This was more of a bug fix than anything else.
    The Satchel Charge also had its bonus damage to buildings reduced to prevent 2 shoting OKW truck buildings. It will take 3 Satchels to destroy an OKW truck building. PPSH had its profiled tuned to make it’s short range damage kick in a little bit earlier. Previously you would have to get really close to start dishing out good damage against infantry.

    Sniper
    • Modified behavior of snipers to no longer miss vs. units with veterancy. Garrison cover and retreating accuracy remains the same.
    Satchel Charge
    • Bonus damage from buildings reduced from 480 to 340
    PPSH
    • Profile change from 8 / 12 / 30 to 10 / 16 / 30
    SU-85
    • Now has hold fire
    KV-1 Heavy Tank
    • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8

    Wermacht

    Sniper
    • Modified behavior of snipers to no longer miss vs. units with veterancy. Garrison cover and retreating accuracy remains the same.

    OKW

    The biggest change to the OKW were to the Base Building Flak Gun. Currently the building does not feel very threatening to infantry and light vehicles (which it should feel like) We are seeing at the high level players always setting up their truck inside their base because it is too much of a liability to put it anywhere else. Another change was to the Panzer II with it coming out at such a late time we wanted to beef up its stats so it could still be useful during the mid-late stages of the game. Various cost adjustments were also added to OKW Call ins that were previously set at a lower than intended value.

    LE IG 18 Support Gun
    • Is now immune to cold
    Schwerer Panzer HQ 3.7cm flak gun
    • Damage increased from 20 to 40
    • Penetration increased from 35 to 45
    • Range increased from 40 to 45
    • Suppression increased from 0 to 0.3
    • Nearby Suppression multiplier increased from 0 to 0.8
    • Nearby Suppression radius increased from 0 to 15
    • AOE increased from 2 to 4
    • Rate of fire increased from 2 to 4
    Panzer II
    • Health increased from 320 to 400
    • Moving accuracy increased by 25%
    • Added Camouflage extension
    Command Panther Call in
    • Cost increased from 560/170 to 560/200
    Panzer IV Battle Group
    • Cost increase from 720/180 to 720/210
    Puma
    • Reduced the aim time and increased the penetration of the puma aimed shot
    • Puma aimed shot can now be activated while other orders are being issued
  • #43
    4 years ago
    NounNoun Posts: 285
    Updates for July 8th, 2013


    Bug Fixes
    • Player equipped Commanders, Intel Bulletins, Vehicle Skins and Victory Strikes appear again on loading screens
    Balance

    Maps

    After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed.

    Vaux farmlands
    • Pathing improvements
    • Bug fixes
    Rails & Metal
    • Pathing Improvements
    • Bug fixes
    Kholodny Spring
    • Fixed small firing gap in southern hedge near VP
    • destroyed the building in farm area near east player
    • Moved east player’s cutoff player closer to their base and refined area
    • Added two small infantry only lanes to increase ebb and flow
    • Minor pathing fixes
    • Minor cover adjustments
    • Base alignment
    Semois Winter
    • Moved a bunker back in the north base
    • Deep snow refinement
    • Minor pathing fixes
    • Minor cover adjustments
    • Removed the ability for tanks to Sink from shallow streams
    Langres Spring
    • Adjustments to north cutoff area
    • Added infantry access point to north base area
    • Minor territory refinement
    • Minor pathing fixes
    • Minor cover adjustments
    • Base alignment
    Soviets

    There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduce damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry at useless. With the reduce damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings (which it kills OKW truck buildings ridiculously fast) The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quick enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap.

    HM-38 120mm Mortar
    • AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1
    M1919 Maxim Heavy Machine Gun Team
    • Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second
    KV8
    • Flamethrower damage reduced from 27 to 16
    Overdrive
    • Hotkey changed from D to V
    Tracking
    • Hotkey Changed from R to I
    US Forces

    Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduce for a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap.

    Defensive Stance
    • Suppression bonus reduced from 0.025 to 0.015
    M10 ‘Wolverine’ Tank Destroyer
    • Now has hold fire
    M36 ‘Jackson’ Tank Destroyer
    • Now has hold fire
    T30E13 HVAP-T Armor Piercing Rounds
    • Hotkey changed from H to V
    Volley Fire
    • Receive Accuracy modifier reduced from 50% to 40%
    • Cooldown Weapon Modifier added by 0.125 on the last volley
    • Suppression increased on the last volley from 0.01 to 0.03
    Werhmacht

    With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations.

    Blitzkrieg
    • Maximum Speed Modifier reduced from 1.5 to 1.35
    OKW

    Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also an defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision. We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it would prioritize infantry over vehicles.

    Kubelwagen
    • Health increased from 160 to 190
    Flak Emplacement
    • Cost changed from 130/25 to 250/10
    Puma
    • Aim Shot can no longer target buildings
    • Will no longer share damage against units in garrison
    IG 18 7.5cm Infantry Support Gun
    • Priority changed to prioritize infantry over vehicles
  • #44
    4 years ago
    NounNoun Posts: 285
    Updates for July 10th, 2014


    Updates & Bug Fixes
    • Restored the default faceplates for AI players on loading screens
    • Fix for an extra AI player sometimes being added to a game when using custom slot configurations
    • Vehicles can no longer drive through painted impasse areas on custom maps
    • Fixed a crash that rarely occurs at the end of a multiplayer match
  • #45
    4 years ago
    NounNoun Posts: 285
    Updates for July 15th, 2014

    Balance Changes

    Units and Abilities

    Adjusted unit performance to increase strategic and tactical variation within the game.

    Obersoldaten
    • Received accuracy modifier from 0.75 to 0.87

    Panzer Grenadier
    • Received accuracy modifier from 0.75 to 0.87

    Fallschirmjaeger
    • Received accuracy modifier from 0.75 to 0.87

    USF 155mm Artillery Barrage
    • Damage from 160 to 130

    Pack Howitzer
    • Now has cold immunity

    Unit Veterancy
    With the adjustment of unit costs, the required veterancy per level needed to be modified to match the unit’s new value.

    Modified Units
    • Panzerfusilier
    • Paratroopers
    • Volksgrenadier

    Bugs

    M20
    • Can now toggle mine laying within the fog of war

    Fieldcraft Trip Wire
    • Can now toggle trip wire within the fog of war

    King Tiger
    • Spearhead now has a 15 second toggle recharge time
  • #46
    4 years ago
    NounNoun Posts: 285
    Updates for July 22nd, 2014

    General Updates
    • Pathfinding improvements
    • AI improvements
    • Increased reconnection window when network connection is lost during a multiplayer match
    • Miscellaneous minor content fixes
    Balance Updates

    Units and Abilities
    Adjusted unit and ability performance to better align it with our design intent. Our goal is always to open the number of viable strategies available to players while maintaining the fun factor on both sides of the battle field.

    Obersoldaten
    • Swapped the armor modifier with received accuracy. This blends the hit/miss system better into our current structure; it also helps reduce accuracy over capping.
      • Armor from 1.25 to 1
      • Received accuracy modifier from 0.87 to 0.7
      • Removed bonus accuracy to retreating units
    Katyusha
    • We wanted to increase the lethality and reliability of the Katyusha.
      • AOE radius from 4 to 6
      • AOE distance from 1/2/3 to 1.5/3/4.5
      • Damage from 80 to 160
      • Scatter angle from 5 to 10
      • Scatter offset from 0.25 to 0.1
    Riflemen AT Grenade
    • Deflection damage from 75 to 80
    • Penetration from 1000 to 100
    • Range from 20 to 15
    Conscript AT Grenade
    • Deflection damage from 75 to 80
    Panzerfusilier AT Rifle-Grenade
    • Ability range from 25 to 18
    • Ability cost from 20 MU to 25 MU
    • Weapon penetration from 1000 to 100
    • Weapon deflection damage from 0 to 40
    MG34
    • This unit was not very desirable in the past; this brings it slightly closer to the MG42 in terms of damage output. Its AOE suppression and ROF remains lower.
      • Rate of fire increased by 40%; this affects damage and supression
    M15A1 AA Half-track
    • This change is intended to increase the exposure of the M15 to its counters. The Raketenwerfer and Puma as examples will now have more room to counter this unit.
      • Weapon range on 37mm gun from 45 to 40
    LeIG 18 Infantry Support Gun
    • Damage reduced from 120 to 80
    • Damage versus garrisoned units increased from a base of 40 to 60
    Stuart
    • Improved the armor of the Stuart to make it less vulnerable to the Panzer II and 222 Scout Car; the intent was that the Stuart function as a stronger light vehicle counter.
      • Armor from 50 to 80
    WC51 Dodge
    • This unit significant over performed and was able to inflict large causalities early within the game.
      • Damage reduced from 8 to 5
      • Accuracy increased from 0.22/0.35/0.54 to 0.29/0.4/0.62
    USF Assault Engineer Demo Charge
    • Damage reduced from 600 to 250
    • Bonus damage to buildings increased from 200 to 550
    • Bonus damage to ambient buildings removed
    M21 Mortar Half-track
    • Auto-barrage weapon range increased from 60 to 80
    • Barrage scatter was tightened, increasing its accuracy
    Jaeger Light Infantry
    • Unit armor was replaced by 0.8 received accuracy
    • Reinforcement cost from 55 manpower per entity to 43 manpower per entity
    • Dispatch cost from 290 to 340
    Blendkorper Smoke Grenade
    • Cost from 50 MU to 30 MU
    Pack Howitzer
    • AOE damage at far from 4 to 8
    • AOE damage at mid from 12 to 24
    • Damage versus garrisoned units increased from a base of 40 to 60
    ISU-152
    • Mid-range AOE damage from 84 to 72
    Paratroopers
    • Thompson package now provides 4 SMG’s instead of 3
    • Tactical Assault now increases burst length while moving
    OKW and USF Grenades
    • Garrison cover damage modifier from 0.5 to 1
    Panzer II Luchs
    • Damage output modified to feel more consistent; damage slightly decreased while reload was halved
    • Resolved an error with veterancy level two which resulted in the modifiers not correctly being applied
    • Shots no longer appears to clip through units
    Sturm Officer
    • Weapon team bonus modifier from 0.6 reload to 0.87 reload
    Elite Riflemen
    • Manpower cost from 280 to 300
    • The ability cool down is now triggered at the beginning of a match so that players must wait for the cool down to finish before using the ability for the first time
    Soviet 120mm Mortar
    • Damage from 120 to 100
    Weapon Priority Tuning
    Units will seek out targets more in line with their intended role. For example tank destroyers will prioritize vehicles over infantry.

    Modified Units
    • M5A1 Stuart
    • M4A3 Sherman
    • M4A3E8 Sherman
    • M36 Jackson
    • M10 Wolverine
    • M8 Greyhound
    • M15A1 AA Half-track
    • Wehrmacht 234 Puma
    • OKW 234 Puma
    • Jagdtiger
    • Jagdpanzer IV
    • Ostwind
    • 251 Flak 17 Half-track
    • OKW Panther
    • OKW Panzer IV
    • Panzer II Luch
    Modified Unit Priority Value
    • King Tiger
    • M7B1 Priest
    • 251 Half-track Wurfrahmen 40
    OKW Economy
    Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades.

    Resource Points
    • Now provide 100% of their ammunition value; was previously set to 66% of point value
    Bugs and Gameplay Fixes
    These changes are geared towards improving usability and resolving inconsistencies within gameplay.

    Riflemen AT Rifle-Grenades
    • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust
    Panzerfusilier AT Rifle-Grenade
    • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust
    OKW and USF Infantry Reactions
    • Reactions will now occur less frequently. A reaction is trigged when an explosion occurs near a squad
    USF M3 and Dodge WC51
    • Can no longer garrison snipers
    • Can now garrison USF officers
    Reinforced Barbed Wire
    • Can now be manually targeted
    Panzerfusiliers
    • Veteran level 4 no longer increases weapon range
    • Veteran level 4 now increases weapon accuracy
  • #47
    4 years ago
    NounNoun Posts: 285
    Updates for July 25th, 2014

    General
    • Jagdtiger Dispatch
      • Fuel cost from 250 to 290
    • Command Panther Dispatch
      • Fuel cost from 170 to 200
      • Manpower from 640 to 560
    • Ostwind Dispatch
      • Fuel cost from 85 to 100
      • Manpower cost from 340 to 280
    • Panzer IV Battle Group Dispatch
      • Fuel cost from 180 to 210
    • A fix for a crash that happens when the user’s map list is corrupted
    • A new post-game survey about War Spoils
  • #48
    4 years ago
    NounNoun Posts: 285
    Updates for July 31st, 2014

    General
    • M2HB .50 Cal previously had a +25% accuracy modifier instead of the intended +25% received accuracy modifier
    • Adjusted the vet modifiers of the KV-1 to reflect its intended performance enhancements
    • Lowered the accuracy modifier of paratroopers from 1.4 to 1.25 to account for the squad healing which was added to veterancy level 2
    • Elite Riflemen required population text on the dispatch ability now correctly states 7 population cost
    • Sturm Officer population text on the dispatch ability now correctly states the 6 population cost
    • WC51 Dodge recharge time set from 6 to 30 seconds
    • Greyhound recharge time set from 6 to 45 seconds
    • UI reticle for riflemen flares set from 35 to 30 to better represent its area of effect
    Rocket Artillery
    Our intent is to better align the performance of rocket artillery between the factions while maintaining some of their unique characteristics. In a previous update, we significantly increased the performance of the Katyusha to bring it in line with its counter-parts. However, its damage versus buildings ended up being higher than intended. Our goal was to lower building damage while increasing performance versus vehicles and maintaining its current performance versus infantry. Although damage has been set back to 80, the AOE modifiers on these units have been modified to retain the same damage profile versus soft targets.

    Katyusha
    • These changes will retain the Katyusha’s current lethality versus infantry, increase its performance versus vehicles, and lower its performance vs. buildings. The delay in pay-load delivery provides the Katyusha with the ability to deny an area for short periods of time, while its long range and precision fire ability allow it to annihilate high priority units on the battle field.
      • Damage from 160 to 80
      • Mid AOE damage from 45 to 28
      • Deflected shots now deal 20 damage
      • Ability recharge time from 70 to 110 seconds
    Panzerwerfer
    • In contrast to the Katyusha, the Panzerwerfer trades range and area denial for damage concentration. This increased rocket saturation increases its barrage lethality, while its counter barrage ability punishes nearby artillery. Given the Panzerwerfer has a slightly higher tech cost, we have enabled it to fire its barrage more frequently.
      • Damage from 160 to 80
      • Mid AOE damage from 56 to 28
      • Deflected shots now deal 20 damage
      • Ability recharge time from 70 to 100 seconds
    SdKfz 251 "Stuka zu Fuß" Half-track
    • The Stuka provides the user with greater fidelity, allowing them to better coordinate their barrage against the enemy. Given the Stuka uses the largest caliber rocket, its deflection damage was increased to 40 to better reflect its intended potency versus armored units.
      • Deflected shots now deal 40 damage
  • #49
    4 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Some Things and Some Stuff: A Short Update - Otherwise Known as updates for August 14th, 2014

    Luftwaffe Medkit Drop
    • Crates can no longer explode
    • Crates can now be picked up by enemy players
    Luftwaffe Supply Drop
    • Crates can no longer explode
    • Crates can now be picked up by enemy players
  • #50
    4 years ago
    NounNoun Posts: 285
    Update September 9th, 2014

    War Spoils
    War spoil optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers.

    Commanders
    • Wehrmacht Encirclement Doctrine added to store
    • Soviet Tank Hunter Tactics added to store
    War Spoils
    • Wehrmacht Encirclement Doctrine added to war spoils
    • Added 40 new bulletins to war spoils
    • Added 4 new victory strikes to war spoils
    Inventory
    • Players are now able to hide duplicates items in their inventory
    • Players can now organize items within the inventory in alphabetical order
    AI Opponent Updates
    • AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range.
    • AI barrage abilities now target squads instead of position when the ability was started.
    • AI min army units is now compared against offensive squads that can move and not all squads. This fixes an issue with the OKW counting base flak defenses and trucks and thinking their army was too big.
    • Fix uninitialized variables in AITaskRetreatState that caused squads to sometimes wait forever to retreat.
    • Fixed an issue of AI not paradropping team weapons on Easy difficulty.
    • Improved AI use of Sturm Tiger reload ability.
    Map Rotation Spotlight
    As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next!

    Custom Game Maps
    • Added (2-4) Overgrowth
    • Added (2-4) Karelia Summer
    • Added (4-6) Lemberg Fall 1944
    • Added (6-8) Pinsk Marshes
    • Added (6-8) Narva River
    Units and Abilities
    Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.

    Guard Riflemen DP-28 ‘Button’
    • The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
      • Speed reduction from 0.1 to 0.33
      • Added rotation reduction of 0.33
      • Acceleration from 0.1 to 0.5
      • Deceleration from 8 to 2
      • Main gun set to active
      • Main gun rate of fire set to fire 1.56x slower
    Pack Howitzer
    • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
      • Now uses an arced projectile trajectory; no longer direct fires on target
    Dodge WC51
    • Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
      • Command point cost from 0 to 1
    M20 Utility Car
    • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
      • Build time from 60 to 45 seconds
    M5A1 Stuart
    • The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit.
      • Build time from 75 to 50 seconds
      • AOE penetration from 60/30/15 to 30/22.5/20
      • Shell shock stun duration from 5 to 3 seconds
      • Shell shock ready aim time from 0.125 to 0.25-0.5
      • Shell shock AOE penetration from 0 to 30/22.5/20
      • Shell shock penetration from 180/100/30 to 60/45/40
      • Shell shock turret traverse speed from 100 to 52
      • Shell shock reload from 1.5 to 1.75
      • Shell shock deflection damage from 20 to 0
      • Shell shock scatter modified to match main gun scatter
      • Shell shock range distance modifiers set to match main gun range distance
    M8A1 HMC
    • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
      • Now uses an arced projectile trajectory; no longer direct fires on target
    M4A3 Sherman
    • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
      • Build time from 75 to 55 seconds
    105mm Sherman
    • Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
      • Now uses an arced projectile trajectory; no longer direct fires on target
      • AOE radius from 4.5 to 5.5
    M36 Jackson
    • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
      • Build time from 90 to 60 seconds
    M4A3E8 Sherman
    • The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value.
      • Manpower cost increased from 380 to 400
      • Fuel cost increased from 135 to 145
    Osttruppen
    • Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges.
      • Near accuracy from 0.45 to 0.55
      • Mid accuracy from 0.4 to 0.52
      • Far accuracy from 0.35 to 0.49
      • Near aim time modifier from 0.125 to 0.375
      • Far aim time modifier from 4 to 3.25
      • Near cooldown modifier from 0.125 to 0.25
      • Modified cover modifiers to match Grenadier KAR 98
      • Accuracy cover bonus from 2 to 3
      • Added a received accuracy modifier of 1.25
    Panzer Grenadiers
    • We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach.
      • Received accuracy modifier from 0.87 to 0.8
      • Near accuracy from 0.56 to 0.5
      • Near range distance from 8 to 5
      • Mid range distance from 16 to 19
    Brummbar
    • Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
      • Now uses an arced projectile trajectory; no longer direct fires on target
      • AOE radius from 5 to 6
      • Angle scatter from 7.5 to 6
      • Distance scatter max from 4 to 2.5
      • Armor from 210 to 260
      • Target Weak Point replaced with Bunker Busting Barrage
    Teller Mines
    • This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player.
      • Damage from 500 to 400
      • Cost from 60 to 50 ammunition
    Riegel AT mine
    • We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller.
      • Damage from 400 to 320
      • Cost from 60 to 50 ammunition
    Luftwaffe Medical Supplies
    • No longer provides healing during combat; resumes healing once squad is out of combat
    • Removed bonus damage and armor modifiers
    • Added received accuracy modifier of 0.87
    • Added accuracy modifier of 1.15
    MG34
    • The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression.
      • Near accuracy from 0.6 to 0.68
      • Rate of fire from 14 to 12
      • Rate of fire far modifier from 1 to 0.9
      • Focus fire from true to false
      • Reload duration from 8 to 6
      • Setup duration from 2 to 3 seconds
      • Nearby suppression radius from 12 to 11.5
      • Suppression from 0.0159 to 0.012
    le.IG 18 Infantry Support Gun
    • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
      • Now uses an arced projectile trajectory; no longer direct fires on target
    Sturmpioneer Medical Supplies
    • No longer enables healing during combat
    Jaeger Light Infantry
    • We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy.
      • Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
      • Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit
      • Added ‘Infiltration Tactics Grenade’ ability to the squad
      • Manpower cost from 340 to 300
    Obersoldaten
    • We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34.
      • KAR 98 damage from 14 to 16
      • Armor from 1.25 to 1
      • Received accuracy modifier from 0.87 to 0.7
    Kubelwagen
    • This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position.
      • Population cost from 4 to 6
      • Mid accuracy from 0.55 to 0.5
      • Far accuracy from 0.35 to 0.16
      • Rate of fire from 8 to 12
      • Moving accuracy from 0.5 to 0.75
      • Moving burst multiplier from 0.1 to 0.5
      • Moving cooldown multiplier from 0.125 to 0.25
      • Range from 35 to 40
      • Mid range distance from 20 to 25
      • Far range distance from 35 to 40
      • Nearby suppression multiplier from 0.6 to 0.75
      • Nearby suppression radius from 10 to 12
      • Suppression from 0.008 to 0.0053
      • Firing arc from 45 degrees to 30 degrees
    251 Flak Half-track
    • This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform.
      • Setup time from 3 to 4 seconds
      • Tear down time from 2 to 0 seconds
    Panther Variants
    • The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear.
      • Frontal armor from 290 to 320
      • OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
      • Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06
    Sturmtiger
    • The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world.
      • Now ignores shot blocking
      • Now pierces through world objects
      • Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit.
      • Barrage range from 45 to 40
    Jagdtiger/Elefant
    • Increased the projectile speed of the main gun to improve the visuals and responsiveness
    Off-maps and Loiters
    Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field.

    Loiter Abilities
    • Now display an in-game reticle which reveals the engagement zone of the plane
    P47 Rocket Strafe
    • We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit.
      • Now dispatches two P47 Thunderbolts
      • Second plane dispatched 4 seconds after first
      • Damage from 160 to 80
      • Plane attack delay from 5 to 8 seconds
      • Number of attacks per plane from 2 to 3
      • Time range between planes maximum from 10 to 4
      • Recharge time from 60 to 120 seconds
    Stuka Suppression Run
    • The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability.
      • Recharge duration from 93 to 180 seconds
      • Cost from 120 to 150 ammunition
    USF 155mm Howitzer Off-map
    • This change prevents the destruction of a full health OKW base structure.
      • Shells fired from 15 to 12
      • Damage from 130 to 120
    OKW 105mm Howitzer Off-map
    • Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage.
      • Increased required ammunition for each additional salvo by 200
      • Reduced the number of shells fired from each additional salvo from 15 to 5
      • Barrage radius now tightens as it progresses to each new tier
      • Ability no longer triggers if ammunition requirement is met at a later point in the game
    Prioritize Vehicles
    We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency.

    Prioritize Vehicles
    • Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state.
    Hand Held AT
    Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range.

    M9 Bazooka
    • Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05
    • Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
      • Angle scatter from 7.5 to 18
      • Distance scatter max from 10 to 14
    Panzershrek
    • Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
      • Angle scatter from 7.5 to 16
      • Distance scatter max from 10 to 15
    Weapon Priority Tuning
    Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness.

    Modified Units
    • StuG III E
    • StuG III G
    • Panzer IV
    • Panzer IV Command
    • Tiger
    • Brummbar
    • 222 Scout Car
    • Elefant
    • Panther
    • IS-2
    • ISU-152
    • KV-1
    • KV-2
    • KV-8
    • M4C Sherman
    • SU-76
    • SU-85
    • T34-76
    • T34-85
    • T70
    • Stuart
    Unit Weapon Priority Modifications
    • This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit.
      • Katyusha
      • Panzerwerfer
    Suggested Target
    • Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired.
      • Suggested target weapon priority set to 1000
    Infantry Combat Tuning
    The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target.

    LMG Weapon Profiles
    • We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.
      • DP-28
        • Near accuracy from 0.62 to 0.56
        • Mid accuracy from 0.5 to 0.45
        • Far accuracy from 0.44 to 0.39
        • Near rate of fire modifier from 1 to 0.82
      • Weapon Rack M1919
        • Near accuracy from 0.64 to 0.57
        • Mid accuracy from 0.52 to 0.47
        • Far accuracy from 0.47 to 0.42
        • Near rate of fire modifier from 1 to 0.82
        • Suppression from 0.004 to 0
      • Paratrooper M1919
        • Near accuracy from 0.6 to 0.53
        • Mid accuracy from 0.48 to 0.43
        • Far accuracy from 0.43 to 0.38
        • Near rate of fire modifier from 1 to 0.82
        • Suppression from 0.006 to 0
      • Grenadier LMG42
        • Near accuracy from 0.56 to 0.5
        • Mid accuracy from 0.44 to 0.39
        • Far accuracy from 0.38 to 0.33
        • Near rate of fire modifier from 1 to 0.82
      • Obersoldaten MG34
        • Near accuracy from 0.57 to 0.51
        • Mid accuracy from 0.45 to 0.4
        • Far accuracy from 0.39 to 0.34
        • Near rate of fire modifier from 1 to 0.82
    Browning Assault Rifle
    • Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade.
      • Near accuracy from 0.65 to 0.56
      • Mid accuracy from 0.5 to 0.44
      • Far accuracy from 0.35 to 0.3
      • Mid rate of fire modifier from 1.16 to 1
      • Far rate of fire modifier from 1.33 to 1
      • Mid cooldown modifier from 1 to 1.25
      • Far cooldown modifier from 1.25 to 1.5
    SMG Weapon Profile
    • We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.
      • Partisan PPSH
        • Moving accuracy from 0.6 to 0.7
      • Wehrmacht Weapon Crews MP40
        • Range distance near from 8 to 10
        • Range distance mid from 15 to 17
      • Captain Thompson
        • Range distance near from 8 to 10
        • Range distance mid from 16 to 19
      • Conscript PPSH
        • Moving accuracy from 0.8 to 0.75
      • Assault Grenadier MP40
        • Range distance near from 8 to 10
        • Range distance mid from 16 to 17
      • Assault Engineer M3
        • Range distance near from 8 to 10
        • Range distance mid from 14 to 18
        • Moving accuracy from 0.6 to 0.75
        • Rate of fire near modifier from 0.7777 to 1
        • Rate of fire far modifier from 1 to 0.7777
      • USF Weapon Crews M3
        • Range distance near from 8 to 10
        • Range distance mid from 14 to 18
      • Paratrooper Thompson
        • Range distance near from 8 to 10
        • Range distance mid from 16 to 19
    Grenadiers
    • Intended to excel at long range
      • Highest long range damage output for its tier
      • Abilities load out geared towards long range combat
    • Vulnerable at short range to all other unit types
    • Versus Conscripts
      • Advantaged at long ranges
      • Even at mid ranges
      • Disadvantaged at short ranges
    • Versus Riflemen
      • Slightly disadvantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges
    • Changes
      • Near accuracy from 0.7 to 0.65
      • Mid accuracy from 0.65 to 0.575
      • Far accuracy from 0.6 to 0.52
      • Far aim time multiplier from 4 to 3.25
      • Near cooldown modifier from 0.125 to 0.25
      • Added a received accuracy modifier of 0.91
    Volksgrenadiers
    • Performs moderately well at long range combat
    • Extremely vulnerable at short range, moderately vulnerable at mid-range
    • Versus Riflemen
      • Disadvantaged at long ranges
      • Extremely disadvantaged at short-mid ranges
    • Versus Conscripts
      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges
    • Changes
      • Mid accuracy from 0.6 to 0.62
      • Far accuracy from 0.55 to 0.59
      • Moving cooldown from 1 to 1.5
    Sturmpioneers
    • Excels at short-mid ranges
    • Vulnerable at long ranges
    • Versus Riflemen
      • Disadvantaged at long ranges
      • Advantaged at mid ranges
      • Advantaged at short ranges
    • Versus Conscripts
      • Disadvantaged at long ranges
      • Advantaged at mid ranges
      • Advantaged at short ranges
    • Changes
      • Added a received accuracy modifier of 0.87
      • Near range distance from 8 to 3
      • Mid range distance from 16 to 15
      • Far mid distance from 35 to 28
    Conscripts
    • Performs modestly at mid to short range, does not excel at any range
      • Ability load out geared towards short-mid
    • Vulnerable to long range units
    • Versus Grenadiers
      • Disadvantaged at long ranges
      • Even at mid ranges
      • Advantaged at short ranges
    • Versus Sturmpioneers
      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges
    • Changes
      • Near accuracy from 0.45 to 0.47
      • Mid accuracy from 0.39 to 0.43
      • Far accuracy from 0.3 to 0.29
      • Near range distance from 4 to 0
      • Mid range distance from 20 to 25
      • Added a received accuracy modifier of 1.087
    Riflemen
    • Performs moderately at all ranges; excels against other rifled units at short-mid
    • Vulnerable at long ranges
    • Versus Grenadiers
      • Slightly advantaged at long ranges
      • Advantaged at mid ranges
      • Advantaged at short ranges
    • Versus Sturmpioneers
      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges
    • Changes
      • Near accuracy from 0.6 to 0.62
      • Mid accuracy from 0.55 to 0.58
      • Far accuracy from 0.5 to 0.45
      • Near range distance from 6 to 3
      • Far cooldown modifier from 1 to 1.25
      • Added a received accuracy modifier of 0.97
      • Build time from 25 to 28 seconds
    Bug and Gameplay Fixes

    T34
    • Reload time set to correct value, was unintentionally lowered when the KV-1 was modified
      • Reload time from 5.2-5.8 to 6.2-6.8 seconds
    53K 45mm AT Gun
    • Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted.
    Barrage Abilities
    • Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC.
    • Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage
    Ability Refunds
    • Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability.
    Salvage
    • Salvage can no longer be activated on a team weapon which is in the process of being recrewed
    Recrewing
    • Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result.
    Major ‘Establish a Treat Point’ Ability
    • No longer allows the major to recrew an abandoned vehicle
    HMG
    • Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating.
    Unit Speech
    • Resolves a number of issues related to unit speech or missing speech
    Pathfinding
    • Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck
    • Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots
    • Improved the way three point turns are executed
    • Improved the way vehicles respond to facing orders
  • #51
    4 years ago
    NounNoun Posts: 285
    Updates for September 10th, 2014

    Bug and Gameplay Fixes
    Bug and gameplay fixes aimed at improving usability and functionality within the game.

    Brummbar Bunker Busting Barrage
    • Resolved an issue with the tooltip, previously was showing ‘nokey’
    Stormtroopers
    • Updated their tooltip description to highlight that they can in fact capture territory
    Encirclement ‘Sprint’ Ability
    • Command point requirement should now properly be set to 0
    Infantry Veterancy
    • Resolved an issue which caused reinforced infantry to not properly received their veterancy modifiers
    Game Stability
    • Resolved two issues which caused the game to crash
    Soviet Weapon Teams
    • Resolved an issue which removed their received accuracy modifier
  • #52
    4 years ago
    NounNoun Posts: 285
    Update for September 9th, 2014

    The following updates to Opponent AI were not included in the notes for Tuesday's update. We apologize for the omission. Those notes have now been updated.
    • AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range.
    • AI barrage abilities now target squads instead of position when the ability was started.
    • AI min army units is now compared against offensive squads that can move and not all squads. This fixes an issue with the OKW counting base flak defenses and trucks and thinking their army was too big.
    • Fix uninitialized variables in AITaskRetreatState that caused squads to sometimes wait forever to retreat.
    • Fixed an issue of AI not paradropping team weapons on Easy difficulty.
    • Improved AI use of Sturm Tiger reload ability.
  • #53
    4 years ago
    NounNoun Posts: 285
    Updates for September 15th, 2014


    Balance Changes


    Assault Engineers
    • Damage from 5 to 4
    • Near accuracy from 0.63 to 0.55
    Katyusha
    • Resolved an issue which allowed users to fire an infinite barrage
  • #54
    3 years ago
    NounNoun Posts: 285
    Update for September 24th, 2014

    In our previous updates we attempted to make balance adjustments specifically targeted at the OKW to solve certain problems that the community has been reporting.

    As military strategist Carl von Clausewitz said, “No campaign plan survives first contact with the enemy.” These changes had several positive results, but also raised new issues. Feedback from the community caused us to examine the data that we’ve been collecting again, pulling additional stats and have decided to reverse some of these changes.

    We will continue to work to address the original issues raised by the community, but feel strongly that undoing these changes now is the best for current balance in Company of Heroes 2. We appreciate the feedback that everyone has given, and will continue to listen to and consider your views.

    Units and Abilities
    Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.

    Kubelwagen
    • Population from 6 to 4
    • Mid accuracy from 0.5 to 0.55
    • Far accuracy from 0.16 to 0.35
    • Rate of fire from 12 to 8
    • Moving accuracy from 0.75 to 0.5
    • Moving burst multiplier from 0.5 to 0.1
    • Moving cooldown multiplier from 0.25 to 0.125
    • Suppression from 0.0053 to 0.008
    OKW Economy
    The previous increase in munition rate for the OKW significantly increased their potency within 3v3 and 4v4 environments to a point where it became problematic. This compounded a number of issues which resulted in the faction significantly over performing relative to its counter parts. Until we are better able to identify and resolve those compounding factors, we are going to revert the munition change to a lower value.

    Resources
    • Munition rate from 100% to 80%
  • #55
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Patch it Like it's Hot! Aweeee yeah.

    Update for October 16th, 2014



    2 New Ardennes Assault Maps:
    • Lierneux (2-4)
    • Vielsam (6-8)
  • #56
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    The Epic Amazeballs Massive-Giant Don't Call It A Pumpkin Patch October 29th Update

    Possibly our BIGGEST update yet. It's a doozy!

    Mod Tools 1.0
    Our goal is to release quality tools that enable users to modify Company of Heroes 2 and support their creations through the integration of Steam Workshop. Over the course of the last few months, we have been making foundational changes to our pipeline that decouple our tools and allow users to use the same tools we work with internally. We want to stress that this is the first of many releases to come, with each new release expanding the capabilities of the mod tools. Be sure to provide feedback on our forums as we will be tracking popular requests to further define our support roadmap.

    Mod Builder
    • This tool structures the layout of the user’s mod data, enabling them to package it into a single .sga file for distribution. It will act as the first point of content in creating either a Tuning Pack or Win Condition Mod.
    Attribute Editor
    • The attribute editor tool is used to modify game data. This might include weapon damage, squad load outs, or ability functionality. The Attribute Editor also provides a weapon report excel sheet which provides detailed calculations on the performance of every weapon within the game.
    Archive Viewer
    • The archive viewer is used to extract the contents of .sga files. This is a great tool if you want to open Relic created SCAR scripts to aid you in your creations. For example, you might be interested in how the Victory Point win condition is setup; to view this file you would open it with the Archive Viewer.
    Tuning Packs
    • Tuning packs allow users to modify the majority of game data, this type of mod will be driven by the Attribute Editor.
    Win Condition Mods
    • Win condition mods allow users to create custom scripts that define the parameters of a match. Such parameters might include how the match is won or what resources are available to the player.
    Steam Workshop Attrition Game Mode
    • Commander, HQ has designated the given territory as a strategic point of interest. Intel indicates that enemy forces are positioned nearby and poised to make an advance. Take and hold the area or eliminate the enemy, the choice is yours.
      • Each commander is requisitioned a limited number of resources to build and deploy their company with. Since resources are limited, loses must be kept to a minimum.
      • Commanders have access to almost every unit within a faction, including heavy armor. The only limiting factor is population and resource cost.
      • Capturing territory increases the team’s population cap.
      • Typical game length is 8-10 minutes.
    • Subscribe to Attrition here!
    Observer Mode
    We wanted to create a feature which enabled players to further engage with the game. The introduction of observer mode will facilitate both casters and players. It provides a tool to better analyze and capture footage as well as spectate for the sake of entertainment and knowledge. We are extremely excited about this feature and hope that excitement is shared throughout the community.

    Goals
    • Design for casters to show off the game and for the average player to be able to spectate live matches
    • Allow users to view replays of others to facilitate the game learning and a sense of community by sharing game experience
    • Deliver on Relic’s ambition to implement this for COH2 and respond to popular demand from the community
    • To facilitate the forthcoming ESL tournament
    • Support the casting and competitive communities
    • Protect the integrity of the playing experience by having enough of a delay between in-game actions and their observer mode results to prevent cheating (8 min currently)
    • Work both for Custom Games and Automatch games
    Features
    • Automatch live observation delay set to 8 minutes
    • Custom game default live observation delay set to 3 minutes
    • 512 concurrent viewers per live match with the ability to scale up to 10’s of thousands for special events like tournament finals
    • Customized UI
      • Ability to turn off UI for a cinematic mode
      • We worked to reduce the overall footprint of the UI to show off more the game
      • Player data is grouped into sections that allow observer to quickly get the information they seek
        • Team 1 on the left, Team 2 on the right
    • Custom games allow players to set options
      • Observable On/Off
      • Delay slider (0 to 15 minutes)
      • Password option to bypass delay
    • Data Displayed
      • Units
      • Production
      • Commander Trees
        • Commander abilities and cooldowns
      • Resources
    • Observing as a Party
      • You can invite other users to the party
      • Helps to keep casting teams together so that everyone is watching the game at the same time
      • Everyone will be kept in sync so if someone speeds up, slows down, or pauses the game
    • Hot Keys
      • Toggle taskbar: Control+T
      • Toggle Resources: Control+R
      • Toggle FoW: Control+F – coming soon!
      • Toggle UI: Control+U
      • Speed up simulation: Equals
      • Slow down simulation: Minus
      • Cycle next player RBracket
      • Cycle previous Player: LBracket
      • Ctrl + ] or {= to toggle unit decorators of players on the top right or left end of the screen
    • The technology is integrated with other in progress initiatives like mod support which allows for future observing custom mods of COH2
    In-Game Chat Moderation
    To help ensure all players are having an enjoyable in-game experience, we rolled out our first phase of in-game chat moderation. This feature can replace certain banned words with new text, remove a word entirely and/or send a ‘whisper’ message coaching the offending party on how to be polite and respective of their fellow players. This feature will see further improvements as we receive feedback on its performance.

    Gameplay Improvements
    A large portion of the gameplay within Company of Heroes 2 focuses on execution of tactics. This requires units to be both responsive and easily maneuverable. As such, we have been focused on resolving and improving core gameplay to do just that. For clarification, an entity is the individual soldier within a squad; whereas, a squad is the combination of all entities within itself.

    Input Delay
    • Optimized the way commands are managed and stored, reducing input delay by 180 ms on average. This will drastically improve unit responsiveness as a result.
    Squad Cover Behavior
    • Squads will now use a combination of their squad plans and a custom algorithm to align each entity in the relative cover positions. This improves the distribution of the entities in cover.
    • When hovering the cursor over terrain, squad cover placement in the form of yellow or green dots is shown based on a distance from the cursor’s origin. For example, a value of 5 would factor in all cover locations in a radius of 5 units from the cursors origin. This value was increased in size from 2 to 3 units. This was done to ensure all entities within a squad are able to get into cover, a lower value meant some entities would remain outside of cover when an order to enter cover was given. This does not apply to single entity squads such as snipers and team weapon.
    • Improved cover generation by increasing the number of cover slots a world object provides. Previously, a number of world objects had too few cover slots, resulting in some entities of a squad receiving no cover bonus.
    • Improved the direction a squad will choose to face when entering cover relative to the location of nearby enemy units. Given that a number of objects in the world provide directional cover, this improvement helps ensure the squad retains their cover bonus when in combat.
    • Directional cover is now analyzed on a 2D basis. This prevents scenarios from occurring where entities would not receive their cover bonus.
    • Reduced the delay entities take to respond to movements by their squad leader. This will result in all entities responding to orders quicker.
    • Company of Kittens 2: The Tabby Wars
    Infantry Reactions
    • Squad reactions, such as ground dives as a result of explosive weapons, will no longer occur while the squad is moving. Reactions will only apply to stationary squads. This will improve the responsiveness of squads in a combat scenario.
    Team Weapons
    • Team weapons will no longer automatically set up when issued a move order.
    • Team weapons will automatically setup when an enemy is nearby or the weapon team is attacked.
    • While moving to their target destination, team weapons will no longer suffer from movement delays when a team member is killed.
    • Retreating weapon teams will no longer suffer a delay in movement if an entity is killed during the retreat.
    • Weapon teams can no longer have their retreat broken once the order is issued.
    • Team weapons caught in suppressive fire will now try to setup and return fire
    • Team weapons are now allowed to reposition their weapon cone while suppressed
    • Resolved an issue with carried team weapons which caused the weapons firing arc to positioning the wrong way. This resolves an issue with weapon teams setting up in the wrong direction.
    • Team weapons no longer require all entities to be near the weapon in order for a setup order to be initiated. This will improve the responsiveness of team weapons in a number of scenarios.
    Cover Preview
    • Default cover is now previewed similar to negative, light, and heavy cover. This provides transparency in regards to where each entity within a squad will go. It also helps players identify what cover types are available in a given area.
    UI Improvements
    • Unit multi-selecting has seen a number of improvements to enhance the player’s capacity to understand which unit is currently selected when sub-selected within a larger group of units. The mini-map will now differentiate between all selected units and the current sub-selected unit by highlighting the sub-selected unit’s mini-map dot. In-game, sub-selected unit symbols will also highlight relative to other units in the selection group.
    Weapon Tracking
    • Weapons can now track their target while the unit is pivoting; previously the tracking would be delayed resulting in delayed targeting.
    Entity Combat Behavior
    • Entities now respond to threats outside of their firing cone independent of other entities within the squad. Previously, entities would wait until all other entities were ready to fire before engaging. This will reduce the potential delay a squad may incur before firing on a given target.
    Projectile Tuning
    • Modified the behavior of tp_homing_inf projectiles to not collide with a number of world objects such as bushes or light fences. In effect, this change will increase the strength of any weapon using this projectile type. This will impact the reliability of hand held AT like the Bazooka and flak weaponry like the Ostwind or 251 Flak Half-track. These weapon types will no longer continuously hit world objects, thereby missing their targets.
    Cover Tuning
    • These changes work in conjunction with the squad cover behavior modifications. A large cover volume on fences and walls resulted in squads stacking up against each other in rows of 2 or 3’s instead of forming a line.
      • Adjusted the cover volume size on a number of wall and fence assets
    World Object Tuning
    • Adjusted a number of assets to better align their intended states; i.e. adjusted some assets to no longer block line of sight. These changes will better align player expectation of world objects relative to their impact on gameplay. In other words, a small bush will not block site or prevent a squad from firing over it.
    Projectile FX
    • Updated the visual effects on all small arms weapons to better reflect the size of the caliber and improve the overall visual fidelity. Heavy weapons, such as the M2HB HMG, will be easier to distinguish among nearby small arms fire as a result.
    AI Improvements
    Our goal is to constantly evolve the AI in such a way that it better reflects the decision making process of a player. This benefits players seeking enjoyment through single player content or skirmishes or those seeking to improve their mastery of the game. It also bridges the gap between a real player and the AI in a multiplayer match; more effectively filling the void left by a dropped player.
    • AI now uses offensive player abilities like artillery, strafing runs, bombing runs, recon flights, med kits, etc. The AI will only use them on Hard and Expert difficulties.
    • AI now techs up faster and better, spending less resources on cheap units, especially for OKW and USF.
    • AI combat evaluation functions now better understand how to attack structures which means the AI no longer gives up building units when it encounters enemy base buildings.
    • AI combat evaluation functions are better at determining which units are best for killing the enemy and no longer prefer to always build units with the most health and armour. This gets the AI to build a better mix of units instead of always preferring tanks with the heaviest armor.
    • AI will now engage in Jazz Hands and dancing whenever possible
    Single Plane Off-maps
    Single plane off-maps such as the IL-2 Precision bombing run or JU-87 Anti-tank Strafe are now directional, allowing the player to control the entry point and flight direction. Players now have more control over the payload delivery, the time-to-impact, and the placement of a strike relative to the environment. Overall, the change to directional placement will make these abilities stronger in smaller maps or when activated near a map edge, but weaker when used in larger maps or away from the map edge. As a result, a number of activation times were increased or decreased to better control how fast these abilities could deliver their payload to the designated target. If the ability time was set too low, the payload could be delivered in less than a second, giving the opposing player little time to react. In some instances it was necessary to modify the way the payload was delivered, this was done to increase the precision of the strafe relative to the information provided by the UI.

    JU87 Anti-tank Strafe
    • In order to ensure the Strafe could effectiveness engage its targets, we tightened up the payload delivery. This removes scenarios where the shots would land to the left or right of the target rather than directly impact the unit. As a result, the lethality of this strafe has gone up considerably, although it does require a higher degree of execution to be effective. Additionally, shots are now dumb-fired; meaning the JU-87 fires off a number of shots within the designated zone without thought to what targets might be hit. This enables it to engage more targets types including structures, infantry, and other world objects.
      • Ability will now activate 2 second faster
      • Straightened flight path to reduce stray shots
      • Tightened firing path to increase accuracy of ability
      • Adjusted firing zone so shots would be more evenly distributed within the designated area.
      • Munition cost from 90 to 110
      • Cooldown from 0.125 to 0.25
    JU87 Reconnaissance Pass
    • The reduced flight velocity is designed to provide sight on the ground for an extended period of time. This increased effectiveness resulted in a slight cost adjustment.
      • Ability will now activate 1 second faster
      • Munition cost from 30 to 35
      • Flight velocity from 160 to 80
    JU87 Anti-Infantry Strafe
    • Ability will now activate 2 seconds faster
    JU87 Fragmentation Bombing Run
    • This strafe would previously activate instantly, meaning units could be wiped out with nearly no warning. As noted above, this issue was exaggerated when the ability was used close to the map edge.
      • Ability will now activate 1.99 seconds slower
    JU87 Incendiary Bombing Run
    • Ability will now activate 1.99 seconds slower
    • Straightened flight path to reduce stray shots
    JU87 Smoke Bombing Run
    • This is a fairly significant improvement in the usability of this ability given players can now control the direction of the smoke. Use this ability to setup offensive maneuvers or cover a tactical retreat.
      • Aligned payload delivery
      • Munition cost from 50 to 40
    IL-2 Precision Bombing Run
    • The bombs will now fall one after the other in a linear path. This extends the radius of damage, preventing a single concentrated attack from being executed. This is offset by the introduction of directional behavior which provides more control of how the bombs are distributed.
      • Ability will now activate 1 second faster
      • Straightened flight path to better align payload delivery
      • Plane velocity from 175 to 145
      • Increased plane flight height to better mimic bomber behavior
      • Far AOE distance from 5 to 7.5
      • Mid AOE distance from 3.75 to 5
      • Damage from 300 to 320
      • Angle scatter from 5 to 2.5
    IL-2 Anti-Tank Bombing Run
    • Ability will now activate 1.99 seconds slower
    IL-2 Sturmovik Attack Advanced
    • Tightened up firing behavior, reducing stray shots
      • Angle scatter from 7.5 to 2.5
    Ambient Buildings
    Our goal is to improve the gameplay value of buildings and reduce the potential frustrations associated with their use. The first step towards achieving this goal is to increase the transparency of a building’s structural integrity. By doing so, players are better equipped to analyze the battle field and its potential assets. Future improvements will focus on gameplay and interaction. This might include improving the functionality of a weapon team within a garrison or providing the player with a better means of identifying each structure type.

    Improvements
    • Building “panels” now have a real health value, rather than rigid conditional destruction
    • Buildings can now have independent tuning for their “panel health”
    • Area of Effect weapons can now have independent tuning for how they damage panels over their AOE
    • Buildings are now destroyed when 50% of their total panel health is reached, rather than 50% of total panels destroyed
    • All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds.
    Panel Health

    All ambient buildings are made up of a number of panels. Panels are meant to represent sections of walls, roofs, and floors and allow pieces of a building to be destroyed while leaving other pieces intact.
    Previously, to destroy a panel you needed to meet one of two requirements:
    1. Deal X amount of damage to a panel in a single hit
    2. Deal X/2 damage twice to a panel
    Additionally, panels could be immune to certain weapon types (ballistic, explosive, small arms, flame). As a rule, they were immune to small arms.
    With this system, panels were either never damaged by certain weapons (Flak Halftrack, etc.) or always killed instantly by certain weapons (IS-2, etc.). Flimsy wooden structures being immune to 20mm weapons and castle-like structures being vaporized by mortars or other HE weapons did not fit within our design vision.
    Now, panels have the following properties:
    • Panels have a maximum health value
    • Panels have a minimum damage value that must be exceeded before it takes damage
      • When a panel is dealt damage, it reduces the total health of the panel like other objects in the game
    • Panels can be immune to certain weapon types
    We created three types of building profiles – very_weak, normal, and strong. Each ambient building is assigned one of these profiles and that profile defines their panel properties:
    • Very_weak buildings have the lowest panel health and the lowest minimum damage required. They are also no longer immune to small arms weapons.
      • Any building that appears weakly constructed is considered very_weak. A weakly constructed building might contain a thatched roof or poorly aligned wood panels.
    • Normal buildings are immune to small arms, have higher panel health, and higher minimum damage required.
      • Buildings that appear well constructed are considered normal. They will typically contain wood paneling and a proper roof structure.
    • Strong buildings are immune to small arms, have higher panel health, and the same minimum damage as Normal buildings
      • Buildings made of bricks or concrete, big churches (but not wooden ones) are considered strong
    • In the future, we intend to provide a means of easily identifying the structure type in-game.
    The end result is that buildings will survive longer over the course of multiple combat engagements and be less prone to unexpectedly collapsing. Additionally, the health indicator on buildings will now be more accurate; better identifying the risk associated to its garrison.

    AOE Weapons

    The above changes initially resulted in AOE weapons becoming more lethal versus buildings. To address this, we gave each AOE weapon a “building damage profile”. This profile allows us to further tune the damage a weapon does over the range of its AOE when damaging a building panel. For example, it was undesirable to have a mortar deal no visible damage to a panel on the first two hits only to destroy a number of panels on the subsequent hit. This made it difficult to predict and analyze the state of the building. To resolve this, we adjusted the mortar AOE profile such that its closest AOE range applied more damage than its mid and far ranges. This caused each hit to destroy a panel instead of weakening the panels over multiple hits; leaving the building vulnerable to unexpectedly collapsing.
    This tuning is ongoing; if we identify problem weapons we will adjust them accordingly. We do want to avoid creating unique weapon types, as this increases the complexity of the system and thereby required knowledge of its functionality from the players.

    Units and Abilities
    Our aim was to make targeted tweaks to a few select units to help broaden the viability of strategies and further encourage counterplay within the factions. For example, increasing the time it takes to reload on the Pak 40 indirectly increases the strength of light vehicles. Units, such as the T70 or Stuart, can now maneuver out of the field of fire thereby increasing their survivability. Similarly, increasing the damage output of the BAR improves the counterplay between BAR fielded infantry and LMG fielded infantry by further encouraging positional play. This is largely due to the decreased damage discrepancy of the BAR and LMG42 which will be introduced in this latest update.

    War Spoils
    • Added 24 new bulletins
    • Added 4 new victory strikes
    Stationary Howitzers
    • Our goal was to increase the durability of the howitzer without making the unit too resilient versus off-map abilities. Values greater than 400 meant howitzers could withstand attacks from off-maps such as the JU-87 Stuka dive bomber. We found this undesirable as it made destroying the unit too difficult given the fact that it is typically placed well behind enemy front lines. The slight increase to health will help in some scenarios, particularly in cases when off-maps such as the Light Artillery Barrage or tanks are used to counter this heavy weapon. We will monitor the performance of this unit post change and take action as needed.
      • Health from 350 to 400
    AT Guns
    • AT guns were gaining veterancy significantly faster than any other unit in the game as a result of their high rate of fire and targets of choice. This diluted the value of their veterancy, making something that should be rare and powerful a bit too common.
      • Now require twice as much experience to level up at each respective veterancy level
    Kubelwagen
    • Although we are pleased with the performance of this unit, we were unsatisfied with the effectiveness of available counters. The small target size of the Kubelwagen made hand-held anti-tank weapons, such as the Bazooka or PTRS, and dedicated AT guns less effective. By increasing its size, the reliability of these weapons will be increased. By increasing the fuel cost of the Kubelwagen, we have upped the risk of production and delayed future vehicle production. The 5 fuel increase can be retrieved by salvaging the destroyed Kubelwagen, or it can be denied by the opposing player through the destruction of the vehicle wreck.
      • Sized increased from 10 to 14
      • Fuel cost set to 5
      • Adjusted the required veterancy at each level to account for the increased fuel cost on the unit. Values are now 530, 1060, 2120, 2650, 3525.
    Volksgrenadier
    • We wanted to better align the fuse timer of the Volksgrenadier grenade with other similarly classed grenades. Previously, its fuse timer was set to that of a cooked grenade, which is only used on elite infantry such as Shock Troopers and Paratroopers. This change also helps mitigate the overall strength of the Volksgrenadier squad, as it slightly reduces their anti-infantry capacity. Our concern is that this unit is over performing largely because it can fend off all target types. Even with a Panzershrek equipped, the potent grenade of the Volksgrenadier enabled them to engage other elite infantry.
      • Grenade fuse time from 0.75 to 1.25 seconds
    Raketenwerfer
    • Other AT guns cannot be suppressed because they lack the capacity to retreat. In other words, if the Pak 40 could be suppressed, it would effectively be locked in place since it has no other escape mechanism. Given the Raketenwerfer does not have this barrier and is more similar in functionality to other weapon teams; we enabled the unit to be suppressed. The intent is to create consistent behavior between the Raketenwerfer and other team weapons.
      • Can now be suppressed
    Jaeger Light Infantry
    • Slot size from 0 to 2; squad can now equip two additional weapons
    OKW Zeroing Artillery
    • Can no longer be cast on enemy HQ territory
    Jagdtiger
    • The beta allowed us to collect and evaluate community feedback on the proposed change to the Jagdtiger. After careful consideration, we determined that the proposed manual fire was not the best fit for this unit. This solution made the unit cumbersome to use for a large portion of our player base. It also failed to address one of the larger concerns pertaining to its piercing functionality. We are currently working on alternative solutions to help balance the use of this unit and other super heavies within the late game.
      • Modified distance range and range values on supporting fire weapon type to match main gun. This has almost no gameplay impact; it was changed for housekeeping reasons.
      • ‘128mm Supporting Fire’ ability weapon tracking increased from 6 to 8 degrees horizontally to match the main gun horizontal tracking angle.
      • ‘128mm Supporting Fire’ ability aim time from 2 to 0.5 seconds
    Osttruppen Reserves
    • Veterancy level 3 changed from 1.4x armor to 0.715x received accuracy. This effectively keeps their durability the same; it just fits the modifiers better within the combat system as a whole.
    221 Scout Car
    • This changes the way the weapon interacts with buildings; it was made as a result of improvements to building functionality.
      • 20mm autocannon upgrade weapon type from ‘small arms’ to ‘ballistic’
    Pak 40
    • We felt that the Pak 40 was over performing. It provided the Wehrmacht with too much flexibility in terms of when and what anti-armor they choose to field. It also greatly marginalized light vehicles, in many cases taking out a T70 or Stuart faster than the opposing player could react to the first shot fired. The increased reload rate not only reduces the effective DPS of this AT gun, it opens up the use of light vehicles. Light vehicles can now be fielded to apply greater mid-game pressure, increasing the risk of delaying armor as Wehrmacht. As a result, this should encourage the Wehrmacht to diversify their strategies thereby relying less on their heavier units.
      • Reload time from 2.7-3.1 to 3.5-4.1
    Paratrooper Carbine
    • This change was made to better match the historical clip size with the in-game value.
      • Reload frequency from 8-9 to 14
    Rear Echelon Carbine
    • This change was made to better match the historical clip size with the in-game value.
      • Reload frequency from 8-9 to 14
    BAR
    • We wanted the BAR to have more power at short and mid ranges. We did slightly scale up long range damage but overall it is short and mid-range where players will see the largest increase in performance. This will enable the BAR to more effectively counteract long range weapons, such as the LMG42, through better positioning.
      • Near accuracy from 0.56 to 0.65
      • Mid accuracy from 0.44 to 0.5
      • Far accuracy from 0.3 to 0.35
      • Mid cooldown modifier from 1.25 to 1
      • Far cooldown modifier from 1.5 to 1.25
    Dodge WC51
    • The effectiveness of this unit diminishes over time. By delaying its use to 1 command point, it became available at a point in the game where it no longer retained its advantage on the field. On the other hand, when it did become available at 0 command points, the risk associated with the use of this unit was too low. We were particularly concerned with the use of units within the Dodge, as they suffered very little risk in return for what they gained. To better balance this risk, we attached similar penalties to that of the M3A1 Scout Car, meaning units now received a combat penalty when firing out of the Dodge. Additionally, units in the Dodge at the time of destruction will now incur casualties.
      • Command point cost from 1 to 0
      • Units now receive a combat penalty when firing from inside the vehicle, similar to the Soviet M3A1
      • Units within a vehicle now have a chance to die if their vehicle is destroyed before they get out, similar to the Soviet M3A1.
    M3 Half-track Assault Group
    • We wanted to better align the performance of this unit to other M3 half-track equivalents.
      • Units now receive a combat penalty when firing from inside the vehicle, similar to the Soviet M3A1
      • Units within a vehicle now have a chance to die if their vehicle is destroyed before they get out, similar to the Soviet M3A1.
      • Veterancy level 1 now grants +20% weapon accuracy
    Stuart
    • Shell shock reload time from 1.5 to 1.5-2 seconds; this affects how many shots are fired once the ability is activated.
    • Adjusted weapon priority table to match main gun
    • Adjusted weapon scatter to match main gun
    Sherman Smoke Barrage
    • These changes are meant to improve the functionality and usability of the Sherman smoke barrage ability.
      • Wind down from 0.5 to 0
      • Wind up from 0.5 to 0
      • Reload from 2 to 1.25
      • Angle scatter from 35 to 20
      • Distance scatter max from 2 to 1.5
      • Fog of war angle multiplier from 2 to 1
    M36 Jackson
    • Wind up from 0.4 to 0.44; this better synchronizes the animations of the unit
    ISU-152
    • Similar to the Jagdtiger, we felt the manual fire on the ISU-152 failed to address the pressing issues raised by the community. Although it made the unit more micro intensive, it did not change the unit’s capacity to wipe full health units or change the fact that it could effectively engage both armor and infantry. We believe these two factored combined with its range make the unit too effective; thereby limiting viable strategies within the game. We are currently evaluating other methods that will better balance this unit’s functionality and performance.
      • ‘G-530 Concrete Piercing Round’ ability minimum range from 25 to 7
      • Modified distance range and range values on G-530 weapon type to match main gun. This has almost no gameplay impact; it was changed for housekeeping reasons.
      • ‘G-530 Concrete Piercing Round’ ability aim time from 2 to 0.5 seconds
    Soviet Special Rifle Command
    • We wanted to equalize the cost of both starting Soviet buildings as there was no intended reason to have their costs otherwise separated. This will have a number of small rippling impacts on the Soviets, such as slightly delaying an M3A1 or pushing back the deployment of a rushed medium tank. We wanted to remove cost from the decision of choosing either Soviet starting building.
      • Manpower cost from 120 to 160
      • Fuel cost from 40 to 50
    Data Resolutions
    The below changes represent data which unintentionally made its way into the game. We are resolving these inconsistencies by reverting them to their correct values.

    Paratroopers
    • Veterancy level 2 accuracy modifier from 1.4x to 1.25x; this accounts for the out of combat healing to veterancy level 2 which other units who receive 1.4x accuracy do not have.
    • Paratroopers no longer benefit from LT or Captain being nearby; previously they received bonuses that were long removed from the game
    Vehicle Stun Critical
    • Duration from 3 to 5 seconds; this affects a number of abilities which cause units to become stunned for a set period of times. The Stuart uses a separate critical for its stun and is not affected by this change.
    Soviet AT Guns
    • No longer take +25% received accuracy; modifiers were removed to bring these units in line with other AT guns.
    Bug and Gameplay Fixes
    These bug and gameplay fixes are aimed at improving usability and functionality within the game. In some cases, the below changes resolve incorrect data which unintentionally made it into the game.

    Map Optimizations
    • The following maps have seen a number of optimizations to pathing, balance, or general gameplay:
      • Trois Ponts
      • City 17
      • Ettelbruck Station
    • The follow maps have seen a number of bugs fixed implemented to address problematic areas:
      • City 17 Winter
      • Vaux Farmlands
      • La Gleize
    Retreating
    • Strafing runs will no longer suppress or pin a squad while retreating
    Vaulting
    • Squads can no longer be issued an order to vault on the same world object they are currently vaulting on. This prevents a back and forth behavior which was previously occurring.
    Combat Engineers
    • This unit was unintentionally improved in the last update as it shares the same weapon as a Conscript squad. We created a unique weapon for this unit and brought its stats back to where they were. This places the performance of this unit back to where it was.
      • Now use a unique version of the Mosin Nagant rifle
      • Manpower cost from 180 to 170
    Pioneer MP40
    • Moving accuracy from 1 to 0.6; this value was incorrectly set to 1 in a previous update.
    AT Guns
    • Corrected the required experience for each level of veterancy such that it matches its base cost. Multiple the base values by 4x to get the required experience at veterancy level 1 and 2x afterwards to get each additional level.
      • Pak 40 base value from 360 to 320
      • Pak 43 base value from 480 to 500
      • ZIS Field Gun base value from 360 to 320
    • AT guns no longer push around their own crew while turning
    M2HB HMG
    • Now uses an infantry turning plan, this resolves odd pivots and turns which were previously made by the squad. This also means the squad will reposition quicker as a result of these changes.
    • Movement modifiers set to match the MG42
      • Acceleration/Deceleration disabled
      • Rotation rate set to 10000 (instant)
    • Now has a UI portrait icon which appears with the use of sprint; these icons explain what the modifier on the unit does.
    Units Forgetting Orders
    • Resolved a number of instances which caused units to not executed given orders.
    Intel Bulletins
    • Resolved an issue with intelligence bulletin stacking if units crewed or decrewed a vehicle.
    • Made a number of small tweaks to modifiers to resolve rounding issues or broken functionality.
    Event Cues
    • Resolved an issue with the event cue system which prevented ‘under fire’ queues from being issued. Cues of this type will now occur if units under fire are 60 units apart.
    USF Major ‘Establish Retreat Point’
    • Major can now retreat to HQ while forward retreat is active
    • Deactivating forward retreat will cause retreating squads to retreat to the HQ now instead of the old forward retreat point
    Ability Recharge
    • Squad abilities will now recharge while the squad is in a vehicle
    Paratrooper Suppression Fire
    • No longer prevents the player from issuing other orders while the ability is active. For example, a retreat order can now be issued to the squad by the player.
    Hull Down
    • Is no longer on a shared player cooldown, multiple vehicles can now be hulled down at once.
    Infiltration Grenades
    • Can no longer be refunded if the ability is canceled abruptly. This prevents players from subverting the cost and recharge time by canceling the ability before the last grenade has been thrown.
    Soviet Defensive Tactics Commander
    • PMD-6 Anti-Personnel Mines and Tank Traps now properly list as passive abilities
    MG34 Icon
    • MG34 now uses the correct icon.
    Command Panzer IV Icon
    • Now uses the correct short-barrel vehicle icon.
    Luftwaffe Incendiary Bombing Run Icon
    • Now uses the correct JU-87 incendiary barrage icon.
    Soviet Crews
    • Captured team weapons by Soviet players will now allow up to 6 entitles per weapon team to be reinforced. Previously some team weapons were capped at 4 entities.
    Pack Howitzer
    • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
    M7B1 Priest
    • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
    • Resolved an animation issue occurring with the unit
    M8A1 HMC
    • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
    M3 Half-track
    • Precise size from nil to 1.5
    Tiger Ace
    • Resolved an issue which prevented the player’s economy from being restored upon losing the Tiger Ace.
    Combat Engineers
    • Can no longer plant demolition charges while pinned.
    Lieutenant ‘On Me’ Ability
    • Team weapons falling back to the Lieutenants position will now do so at an increased speed; previously they were falling back at their normal speed.
    Jagdpanzer IV
    • Now displays an animator to indicate first strike bonus.
    • Added a portrait icon for the first strike bonus to explain the new state on the Jagdpanzer IV.
    OKW Salvage Ability
    • Now functions on brewed up wrecks; brewed up wrecks have a burst of flames come out of their turret upon the vehicles destruction.
    Sturmpioneers
    • Veterancy level 5 will now properly remove the increased vulnerability applied while repairing.
    Resource Points
    • When a resource post was destroyed in a territory where an OKW base structure was setup, the point was un-capturable for 10 seconds. The territory point can now be captured right away.
    Jagdpanzer IV
    • Now received its armored skirts upon reaching veterancy level 2.
    ISU-152
    • Main gun will now animate properly when using the G-530 ‘Concrete Piercing Round’ ability
    Partisans
    • Now has a UI portrait icon which appears with the use of sprint; these icons explain what the modifier on the unit does.
    Dshk HMG
    • Now has a UI portrait icon which appears with the use of Armor Piercing Rounds; these icons explain what the modifier on the unit does.
    Dodge WC51
    • ‘Step on it!’ hotkey from D to N.
    M3/M5 Half-track
    • ‘Overdrive’ hotkey from V to E
    Soviet Sniper
    • Now has a UI portrait icon which appears with the use of Sprint; these icons explain what the modifier on the unit does.
    Prioritize Vehicles
    • Swapped the icon order to better reflect functionality
    Panzerfusilier
    • Grenades now unlock permanently once the required building is constructed; losing a building no longer locks the grenades, similar to how Volksgrenadier grenade requirements are setup.
    Lieutenant and Captain
    • Now have a UI portrait icon which appears when their veterancy level 3 sprint activates; these icons explain what the modifier on the unit does.
    Stormtroopers
    • Now use the Wehrmacht Panzer Grenadier portrait icon instead of the OKW Jaeger Light Infantry variant; this applies to both winter and summer icons.
    Munition and Fuel Crates
    • Updated the associated portrait of each crate
    OKW Ostwind
    • Blitzkrieg replaced with Combat Blitz
    PHEW. That was a lot. :)
  • #57
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    We've just pushed an update to address some things that a few nasty flower pudding pop Gremlins put into the game:
    • Removed several Maps that were not yet meant for live gameplay
    • Fix for all Broken Abilities (Ex MK2 Grenades)
    • Fix for a Win Condition Crash
    • Fix for Crash when Loading a Saved Game
    Thank you to everyone for your patience!
  • #58
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    In-Depth list of the Items Added to War Spoils in the Oct. 29th Update
    We've seen some people asking, and I posted this over in the War Spoils thread, but it never hurts to have it in here as well!


    Intel Bulletins



    Keep Your Head Down
    Pioneers are 2% harder to hit.


    Shoot for the Stars
    The Artillery Field Officer increases the range of all nearby artillery by 8%.


    Angry Grouch
    The Sturmpanzer IV 'Brummbär' has 3% faster weapon reloading.


    Patch It Up
    The StuG III Ausf. E has 3% increased armor.


    Keep Them Pinned
    The SdKfz 251/7 mortar half-track has 2% faster weapon reload.


    The Art of Flak
    The Flakpanzer IV Ostwind gains veterancy 10% faster.


    Hold Still!
    The MG34 Heavy Machine Gun fires 2% more accurately.


    Make Every Shot Count
    The Sturmoffizier increases the accuracy of nearby infantry by 2%.


    Learned It at Bootcamp
    Panzerfüsilier weapons cool down 2% faster.


    New Year's Rockets
    The Raketenwerfer has 3% increased weapon reload.


    Leave it to the Engineer
    The Sturmpioneer's Medical Supplies ability costs 7% less.


    Cruising the Autobahn
    The Panther PzKpfw V moves 5% faster and accelerates 5% faster.


    Thicker Skin
    The KV-1 heavy tank has 4% increased defense.


    Shieldbreaker
    The SU-85 has 3% increased armor penetration.


    Sustained Fire
    The SU-76 has 3% faster weapon reload.


    Like a Surgeon
    The HM-38 120mm mortar squad fires 5% more accurately.


    Spray and Pray
    The M1910 Maxim Heavy Machine Gun deals 5% increased suppression.


    Blazing the Trail
    The KV-8 moves 5% faster and accelerates 5% faster.


    Repeat as Necessary
    The M10 'Wolverine' Tank Destroyer has 4% faster weapon reloading.


    Live and Learn
    Riflemen gain veterancy 10% faster.


    Hunting Dogs
    The M8 Greyhound's main weapon has 3% increased armor penetration.


    Area Denial
    The M8A1 Howitzer Motor Carriage's barrage ability recharges 6% faster.


    Army Healthcare
    The WC54 Ambulance costs 5% less.


    Easy Handling
    The M4A3E8 Sherman 'Easy Eight' moves 5% faster and accelerates 5% faster.






    Victory Strikes



    Fear Propaganda Artillery



    Smoke Flares



    Sturmtiger Saturation



    Incendiary Airstrike



  • #59
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    The team has just pushed another update to resolve a few reported concerns with the Oct 29th Update:
    • FIXED - Raketenwerfer were it will stay permanently suppressed.
    • FIXED - Stalingrad Rail Station> Blocker> T34 Tank does not get blown up as scripted at the start of the mission causing a blocker
    • FIXED - Faceplate Crash when equipping with Drag/Drop
    • FIXED - [AI] - The AI will try and use Commander abilities that it does not have access to
    • MOD Tool no longer breaks old MODS
  • #60
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    We just pushed a very small November 6th update:
    • Fix for a Common AI Crash
    • More Jazz Hands
  • #61
    3 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Only Minor Updates with Nov 10th's Maintenance:
    • Remembrance Day Face-plate
    • Maintenance on back-end technology infrastructure
    Update: we've also added functionality to help people preserve replays after pushing a build. This is not a complete solution and requires further refinement, but a step in the right direction! More details can be found here: http://bit.ly/COH2Replays
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